Kingdoms:TEAM LOUISCYPHRE [Kingdom L]LouisCyphre will employ a team focused on setting up rain and firing off powerful Ranged Attacks. It represents a fluid, offensive style best suited to conquest instead of point victory.

Abilities: (DW) Multiscale - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Eldest of a clutch, Oros made the mistakes that his siblings learned from, teaching him caution and prudence. Honed to figurative keeness, Oros is finally large and in charge. His dramatic jump in strength may have gotten to his head, however, as he still exhibits his same impulsive tendencies. Only now, though, his impulses are more often correct.

Finding reprieve in the necessities, Pumyra prefers to live simply and honestly. The falliables of others are of little weight on her mind; one day leads into the next eventually, but not right now. In battle, Pumyra takes her time and etches her advantages to last - no point in anything that doesn't last longer than it takes to create.

Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.

Abilities: Steadfast - (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

A brooding type, Montoya spends a great deal of time among others nonetheless. Taking in sights and sounds around himself, Montoya remains an observer rather than participant more often than not. At least he's not in a dress anymore.

Taking great joy in fighting, Natasha enjoys combat as a game or sport, without giving any serious thought to risks or consequences. Having been raised in relatively save environs, Natasha roams openly and with very little caution.

Abilities: Flame Body - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

(Additional Trait) Levitate - (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

A rigid follower and enforcer of rules, Volcarona believes in discretion over valor and vitality over violence. She has little regard for wastefulness or recklessness, and calculates all of her moves before executing them without fear.

TYPEWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESStorm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Simipour [Blind] (M)NATURE: Hasty (+16% Accuracy)
TYPEWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

ABILITIESTorrent (DW Unlocked): (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

ABILITIES
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

TYPE
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

ABILITIES
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Steelix [Iron Chain] (M)NATURE: Brave (-10% Evasion)
TYPE
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESSheer Force (DW Unlocked): (Can be Enabled) This Pokemon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Carracosta(*) - Shellstrike (M)Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)Type: Water/RockWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Cyclohm - Shockstrike (M)Nature: Modest (+1 SpA, -1 Atk)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Staraptor - Raptorstrike (M)Nature: Careful (+1 SpD, -1 SpA)Type: Normal / FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Gallade - Mindstrike (M)Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)Type: Psychic/FightingPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities: Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Abilities:Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Arghonaut(*) [Diagnos] (M)Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Roselia(*) [Alurani] (F)Nature: Timid (Multiples Base Speed by 1.15 and provides a 12% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type:Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Type:Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Terrain and Notes:The first row of each box denotes the Pokemon currently in the square. The letter represents the owner, and the number represents which Pokemon. Each Pokemon has its abbreviation given in the hide tags titles above.

The second row of each box denotes the terrain. An empty row represents the plain terrain, while Castle obviously denotes the Castle terrain.

Plain - No effect.

Castle - Gives Pokemon on the square an additional Sturdy ability.

The third row of each box denotes the current owner of the square. For example, "Lou" means that Lou's Kingdom is in possession of that square.

During Round Zero, each Kingdom places all six Pokemon in any formation they desire in the three squares around the castle and the castle itself. Turn Order is reversed afterwards, and continues in a cyclic pattern. Referee updates will be given after every turn except during round zero; the first referee update will be given after all Kingdoms place their Pokemon.

"Alright guys, let's prepare ourselves! Shellstrike, Thornstrike, prepare to guard the north! Shockstrike, Flamestrike, to the northeast! Mindstrike and Raptorstrike, head east! It'll be a tough fight but I have faith in all of you!"

Summary:
Placing F1 and F2 North of the castle
Placing F3 and F6 Northeast of the castle
Placing F4 and F5 East of the castle

[box]Kingdom L seems to waste no time, mobilizing its units rather quickly. Only one stays behind, setting up sunlight for its two partners to shoot powerful beams of light at their faraway opponents; both attacks seem to land solid hits.[/box]

[box]Kingdom M moves as well, using the sunlight to fire off their own ray of light at a faraway enemy—it hits, but it doesn't seem to deal as much damage as Kingdom L's. Their movement is more cryptic, though; could they be building a wall of defense?[/box]

"Lou has left himself open on our side, so let's press the advantage! Shockstrike, use Rain Dance to give us the weather advantage! Shellstrike, Thornstrike, move North and engage Volcarona! Flamestrike, move North as well and prepare to help out! Mindstrike, Raptorstrike, move East and prepare for whatever Maxim has cooked up!"

Summary:
Movement:
-F1, F2, and F6 North
-F4 and F5 East
Non-skirmish Actions:
-F3 use Rain Dance
Skirmish:
"Alright, Shellstrike, lead us into battle here! Slam him with a Stone Edge, follow up with a Rock Slide, and finish off with another Stone Edge! If he uses Fly, then Smack Down to bring him back down to earth, and if he uses Double Team then use a Rock Slide to put a stop to it! Thornstrike, annoy him some with a Toxic, then a Thunder Wave! If he uses Protect successfully then use Gravity to help out Shellstrike!"

Skirmish Summary:
Shellstrike (Leader): Stone Edge -> Rock Slide -> Stone Edge
If he uses Fly use Smack Down and push actions back
If he uses Double Team and you are to use Stone Edge use Rock Slide and push actions back
Thornstrike: Toxic -> Thunder Wave
If he uses Protect successfully use Gravity and push actions down

[box]Kingdom F doesn't seem to like the sun, opting to keep one of their units behind to clear the weather out and usher in rain. They don't seem to be lacking in offense either; two of their Pokemon engage the lone Volcarona, battering and crippling it while it's unable to act![/box]

I4: Rock Slide > Air Slash (M1) > Rock SlideIF M1 uses Protect successfully without transfer, THEN use Substitute (15 HP) that action, AND push actions back IF Rock Slide was subbed.
(Once Only) IF M1 uses Will-O-Wisp, THEN use Taunt (M1) that action, AND push actions back IF Rock Slide was subbed.

[box]The last ones to move, Kingdom I wastes no time, either. Mobilizing their units quickly, two lone Pokemon launch their attacks from far away, while the remaining four go into a head-on fight with their enemies. The enemies seem to come out bruised and battered, hinting at the Kingdom's sign of initial success.[/box]

Kingdom L used 11 PTS!Oros restored 6 HP!
Empress restored 16 HP!
Kingdom L moves.
Empress was hurt by poison! Empress lost 2 HP!In matches after this one, Pokemon afflicted with 20% PRZ will be unable to move; their PRZ will decay by an additional 5% at the end of the turn.

[box]Shifting its units around craftily, one of Kingdom L's units stay put to rid the field of rain and summon bright sunlight. This is immediately put to use as the same two attackers from last time fire off high-powered beams of solar rays at the same targets. The other three Pokemon don't bother to idle; instead, they band together and launch an assault on the neighboring team, bringing them down to rather low health.[/box]

"Well, this is a bit of a setback. Apparently defensive tactics won't work, so let's go on the offensive!"

Movement Phase:
M3, M5 and M6 move north
M1 move south
M2 and M4 move North

Attack Phase:
M3, M5, and M6 engage I3 and I4, Porygon-Z leads

Roserade: Mega Drain (Eelektross)~Toxic (Eelektross)
If Eelektross uses a protective move:
A1: Use Sludge Bomb on Tomohawk
A2: Redirect action to Tomohawk
If Eelektross has a Substitute up A2, use Giga Drain (Eelektross)

Porygon-Z: Tri Attack (Eelektross)~Psyshock (Tomohawk)~Hyper Beam (Eelektross)
If Eelektross uses a protective move and you are about to attack him, use Psychic (Tomohawk)
If you are targetted by Sky Drop, use Agility (Evasive) that action.

Snorlax: Double-Edge (Eelektross)~Giga Impact (Eelektross)
If Eelektross uses a Protective move, redirect that action to Tomohawk
If you are targetted with Sky Drop, use Protect that action.

For all: If Eelektross is knocked out, redirect all remaining actions to Tomohawk
If somehow Tomohawk is knocked out and you are to attack him, Chill

[box]Kingdom M takes a sharp turn in strategy; gathered in two solid units of three, one takes the offensive against their neighboring enemy while the other does... nothing? This Kingdom certainly seems to have the strangest tactics.[/box]

Combat orders:F1 leadsShellstrike: Stone Edge (Volcarona) -> Rock Slide -> Stone Edge (Volcarona)
If it is sunny when you act use Rain Dance and push actions back (this sub has top priority)
If Volcarona has Double Team clones then use Rock Slide (targeting Volcarona and as many of her clones as possible, only targeting Cinccino if there aren't enough clones) and push actions back
If Volcarona is KOed replace all remaining actions with Waterfall (Cincinno)
Thornstrike:Gravity-> Thunder Wave (Volcarona)
If Volcarona is KOed replace all remaining actions with Gyro Ball (Cincinno)

[box]Kingdom F manages to spread out even more than before, and as a result will probably be reaping the benefits in a turn or two; its units are scattered on the Kingdom's borders, though. Kingdom L does a fine job holding the two intruders back, though they seem to be exhausting themselves out.[/box]